Give those a shot to see if the crashes still happen. It should be removed.

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

There appears to be a bug in Yanfly's Weapon Animation plugin where if you have Counter Control and the enemy attacks after doing a counter attack with the same skill, the enemy won't even show a weapon image at all in the attack. Though it could possibly be with counters in general.

Even when following the setup of adding the state at the beginning and removing the state at the end of the skill, you'll notice the issue when the enemy attacks after counter attacking with the same skill.

There's also the issue on the player side where it won't display the same desired weapon image when they attack after countering with the same skill.

If there's another way to show weapon images for sv_enemies in action sequences, I'd be more than happy to know though I hope I'm not the only one encountering this issue.

Anyone knows how to check if an actor targets itself? I've made the attack command move the actor to the target and then face towards the target (or they'll attack backwards when using YEP Selection Control's ability to target allies with attack). However, when an actor attacks itself it will face backwards which looks kinda odd.

@RK DracoRoy
Are you using Yanflys HitAccuracy plugin? If so open up that plugin and inside there is an accuracy formula and evade formula. Copy the formula in Accuracy into the Evade part, then put 1 for accuracy. You will want to put 1 in the accuracy formula and "1 - (formula)" in the evade formula because if Accuracy is 1, the attack can't miss, then evade is checked. The "1 -" part is because you want evade to fail so the target can be hit.

The reason for this is that "Accuracy" failing means a miss while "Evade" succeeding means a dodge.

This will fix the issue you are having and with it you won't need to edit the code with "this.performFlinch".

@Pots Talos
Ah! I've had userHitRate - targetEvadeRate as Accuracy and didn't mess with Evasion, but I did what you said and this really worked for me regarding magic attacks. I really appreciate the help to this problem I had a long while back.

Just got MV, got Yanfly plug ins, now I'm a little confused. Is there a list of all the commands you can put into the notes for custom sequences? I basically want my user svbattler to disappear when the animation for the skill starts and then reappear when its done. I'm sure it's simple and I'm just clueless.

The list of commands can be found in the HELP for each of Yanfly's plugins.
Load up MV, click plugin manager, find the action sequence plugin, select it, and click HELP button,

Click to expand...

I'm aware that the plugins have the commands listed in them, those are just the commands though, not fully made action sequences... I was asking if any of the custom made action sequences in this thread were in a demo lol.

I read this on page 1 of this thread but no matter how i split it up i cant seem to be able to get the attack function to connect. is there a way to alter this to " move to enemy front base " then attack for melle characters I'm sure this is overly simple but my brain isn't firing on all cylinder's.
thank you in advanced

EDIT: here's a image of what I've got so far but the attacking part of the sequence still isn't working

Attached Files:

Not sure if anyone knows anything extensive about using custom motions but I have a question that did have a solution, but for some reason cannot find any evidence of it!

Basically in conjuction with Yami's Side-view Battlers plugin, it basically allows you to make all motions have unique frames/speeds/loops to them.

It also allowed you to create custom motions(in this case I named it Bacon), but none of Yanfly's or Yami's plugins actually mention the correct way to call the new motion. It can be done, since I've done it before a few months ago(but pretty much didn't save the test skills cause I didn't need it at the time). I just can't for the life of me, remember what the necisaru line is.

In normal cases it would read: motion bacon: user

Which of-course doesn't work. So does anyone know or possibly remember seeing the correct line usage to do it right?

Edit: so the solution is to put "custom" in front of the regular action sequence string! Custom Motion Bacon: user Apparently that documentation is hidden in the pluggn itself!